XCOM 2
273 ratings
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14 Oct, 2017 @ 9:24pm
26 Oct, 2022 @ 5:13pm
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More SITREPs

Description
Adds custom SITREPs. Separate from restored SITREPs for people's preference.

Currently adds:

Experimental Stims - Provides a far stronger variant of Berserker stims to the squad of the mission, making them outright supersoldiers. In exchange, all members will experience withdrawal injuries at the end of the mission, in addition to any wounds that may have been incurred.

Resistance Cell - three militia members will be in the AO, spawning somewhat close to the objective.

Experimental Chemical Weapon - the local resistance here is test deploying an ADVENT-specific weapon here: it'll reduce the aim of ADVENT and alien units by 20 while their chance to crit is reduced by 40.
65 Comments
The Professor 19 Jan @ 11:44am 
Sorry, neutral Avatar VIP in the facility.
The Professor 19 Jan @ 11:22am 
I'm sorry to say this, but I can't recommend this mod as it brokes blacksite vial facility raid - the game crashes on the start of the mission, until this mod is turned off.
Dragon32 15 Nov, 2023 @ 10:43am 
@Tommy
Area of Operations, the battle map.
Tommy 14 Nov, 2023 @ 5:49pm 
what means AO?
ObviouslyEvil 21 Sep, 2022 @ 8:27pm 
Honestly I wish Experimental Chemical Weapon gave ADVENT troopers and officers acid rounds or something like that.
Dragon32 27 Aug, 2022 @ 3:06am 
@PremierVader
I did. Scroll down
PremierVader 27 Aug, 2022 @ 2:07am 
Hello can somebody tell me how to actually disable the Experimental Stims and Experimental Chemical Weapons sitreps? I just want the Resistance Cell one. Everyone is saying it can be done but nobody is saying how. We are not all very knowledgeable about these things so please help! Thanks.
Vanilla Autismotron 24 Aug, 2022 @ 6:24am 
People are acting like you can't just modify the chemical weapon sitrep to give a -20 to aim with a +40 to crit
If I judged every mod based on their default values, I'd probably end up removing every one I had
DaViper 7 Aug, 2022 @ 6:57am 
I'm with @Halte on this one. Just not having a good time with the play. (On paper it sounds awesome.)
Haite 6 Dec, 2021 @ 11:11am 
The idea of the mod is great; in theory experimental chemical would create a more stealth scene, where you can do the object with less worry about the shots. Stims would feel nice be powerful once in a while. However, in practice, because nobody can hit anybody, enemies start to flood the map and both sitreps appear too often along other mods to be felt as a novelty.
I really respect the mod idea and it works, but it's hard to recommend it. Maybe you can work around the sitreps, and that would be interesting, but because they show up so often and are so prevalent, it really drags the gameplay. Either way, great work that maybe needs some tweaks.